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56 lines
1.6 KiB
GLSL
56 lines
1.6 KiB
GLSL
#version 100
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precision mediump float;
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precision mediump sampler2D;
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// (x offset, y offset, zoom)
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uniform vec3 transform;
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// (window width, window height, z value)
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uniform vec3 window;
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// in
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attribute vec3 position;
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attribute vec4 color;
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attribute float texture_index;
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// out
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varying vec4 fs_color;
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varying vec3 fs_texture_coord;
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void main() {
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fs_color = color;
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float zoom = transform[2];
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// This is map_to_screen
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float screen_x = (position[0] * zoom) - transform[0];
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float screen_y = (position[1] * zoom) - transform[1];
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// Translate position to normalized device coordinates (NDC)
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float x = (screen_x / window[0] * 2.0) - 1.0;
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float y = (screen_y / window[1] * 2.0) - 1.0;
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// largest absolute value for layer base z values in drawing.rs (i.e.
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// MAPSPACE_Z vs. TOOLTIP_Z)
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float z_range = 2.0;
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// we increment z up to 1.0 to affect ordering within a layer, so consider
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// that when scaling z to NDC too
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float z_scale = z_range + 1.0;
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float z = (position[2] + window[2]) / z_scale;
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// Note the y inversion
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gl_Position = vec4(x, -y, z, 1.0);
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// An arbitrary factor to scale the textures we're using.
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//
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// The proper value depends on the design of the particular sprite sheet.
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// If we want to support multiple sprite sheets, this could become a
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// uniform, or a vertex attribute depending on how we expect it to change.
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float texture_scale = 16.0;
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float t_x = ((position[0] * zoom)) / texture_scale / zoom;
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float t_y = ((position[1] * zoom)) / texture_scale / zoom;
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fs_texture_coord = vec3(vec2(t_x, t_y), texture_index);
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}
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